Intimidate in Gamma World | World Anvil

Intimidate

Charisma.
  Use this skill to get someone to do something he doesn’t want to do by means of verbal threats, force of will, and imposing body language.   Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.   Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.   Staredown: Many leaders contend regularly with upstarts wishing to take their positions or followers daring to disobey them; often, either the leader or the challenger is not up to the amenities of a civilized debate. Before things come to blows and possible bloodshed, the leader can choose to stare the opponent down. Both opponents make opposed Intimidate checks, adding their Reputation bonuses. Simply put, whoever wins makes the other lose face.
In many tribal communities this is enough to make the loser forego the position of leader or, in the opposite case, to brave exile. Among more civilized people, a staredown loss merely imposes penalties to the loser’s Charisma and on Charisma-related skill checks equal to the victor’s Charisma modifier for a period of time, depending on how soon the community forgets about the challenge: 1d4 days if the loser has a Charisma 15+, 1d4 weeks if he has Charisma 10–14 and for 1d4 months if he has Charisma 9 or less. This is an event that can reduce the community’s Strong Leadership factor.   Group Posturing: When two groups of people meet, frictions are nothing out of the ordinary. Among many animals, the first thing the leaders of both groups do is try to get the others to leave. While interactions between sentients are more complicated than that, some basic principles of behaviour still apply. By subtle demonstrations of the group’s power, a leader can try to intimidate another group into leaving, or impress them enough that her group will have an advantage. This is an opposed Intimidate check performed by the leaders of both groups. In the case of small groups, the leader adds the group’s average character level as a bonus on her roll. In the case of communities, the leader adds the population level. The leader of a community rides out to meet approaching strangers in the company of her best warriors; even if the strangers are accepted after they lose a posturing contest, they may suffer a penalty to their Charisma-based checks equal to the victor’s Charisma modifier, as they were cowed by the leader. Two war chiefs meet each other in the field of battle and start shouting obscenities with the weight of their armies behind them; the loser of such a contest will suffer a penalty on skill checks to give commands, as she believes the winner’s side to be stronger than it may really be.   Action: Using Intimidate to change an opponent’s attitude requires 1 minute of conversation. Demoralizing an opponent requires 2 acts. Staredown and group posturing vary in the amount of time needed, but need at least 1 minute.   Try Again?: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn’t help. If the initial check fails, the other character has become more firmly resolved to resist the intimidater, and trying again is futile.   Special: A character can take 10 when making an Intimidate check, but can’t take 20.   A character immune to fear effects can’t be intimidated.   A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a –2 penalty to his or her check for every size category the character is smaller than his or her target.   A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation.


Cover image: Trash Planet by nkabuto